All the steps for making a character
-From d0541ed71454764b390124eda6bf310b6a063d5e Mon Sep 17 00:00:00 2001
From: MegaMech
compiling concepts controlflow terminology buildwindows
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-Guides for making custom characters!
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-Guides for making custom tracks!
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Overview quick Setup materials minimap export import track-properties Troubleshooting
+compiling concepts controlflow terminology buildwindows
diff --git a/bug.html b/bug.html index f7cfc7485..d00d6fda4 100644 --- a/bug.html +++ b/bug.html @@ -128,9 +128,9 @@ $(function(){initNavTree('bug.html',''); initResizable(true); });|
+ SpaghettiKart
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+Guides for making custom characters!
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Custom characters can only replace existing characters for now.
Reimplemented from OObject.
A basic track needs the following:

SHIFT
Featureset
desktop/mycoolmods/tracks folder and place a mods.toml file beside the tracks folder. Place the following in mods.toml Presuming you have followed the steps in the export page, you should have
mymod.zip or mymod.o2r placed in the mods folder beside the game executable.ESC and enable Debug Mode 
Congrats! You have successfully made a track
If thet track did not work, try the troubleshooting page.
Important details without the steps
-Path Points: ~800 (any number is fine) Triangle Count: Original tracks average ~6000 triangles
Download Fast64 from github


MK64 and microcode to F3DEXis it possible to remove them somehow?
- +make adjustable properties for squishSize and boundingBoxSize
Track Props contains the track data that the modern C++ interface sends into the C game engine. This allows complete configuration of the track from lighting, skybox, and environment, to CPU pathing, minimap, and music.
-The following settings are available. Most of these are straight forward.
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+ SpaghettiKart
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+Guides for making custom tracks!
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Overview Quick Reference Setup Materials Minimap Export Import Track Properties Troubleshooting
+This guide is not all-encompassing but rather covers the utmost basics for track creation.
-MK64F3DEX Track RootYou now have a valid surface for racers to drive on. Multiple surfaces, hills, bumps, cubes, walls, spheres, etc. are all applicable types of mesh to add to the track. The specifics of crafting the track will be covered in another guide. Just know that there are proper ways to connect mesh together so the racers do not fall through while traversing from one mesh to another mesh.
-desktop/mycoolmods or similar. All your mods will go here. mytrack then it will be placed in desktop/mycoolmods/tracks/mytrack/files_are_placed_hereThe track is now ready for packaging and import into the game for your first test!
desktop/mycoolmods/tracks folder and place a mods.toml file beside the tracks folder. Place the following in it and save: mods folder. Drag and drop your mod into the mods folder.ESC and enable Debug Mode Format to RGBA-16 bit or RGBA-32 bit The Colour Index (CI8) format can cause issues if not used correctly. It's easy to confuse this as directly below this box it says RGBA 16-bit Example of incorrect texture format:Example of correct texture format
Ignore Textures Restrictions failing to do so may result in errors Players and actors are placed at 3000.0 if the game cannot find a surface

Apply TransformationsCertain rules must be followed for players to correctly traverse from one mesh to another mesh.
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In-game example:

Another example:
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